Jamie joined Aug 4, 2011

Hi my name is Jamie Corrigan and I am your not-average British guy. I'm a huge fan of games, anime, heavy metal, horror, etc. And I love to try new things and make new friends. I mod in my spare time every now and then, I also do a bit of art myself in traditional, digital and 3D work (Using GMod). Don't be afraid to talk to me, I don't bite but the only language I can speak right now is English (Je suis l'apprentissage du français. My girlfriend is French and she has been teaching me :3) Go ahead and ask me anything :)

A messy but really fun game - the multiplayer was a lot of fun too, would love to see someone create a multiplayer bot mod for this game, I absolutely hate it when developers don't bother with bot support. Like sure it's tough to do but it keeps the multiplayer going for basically forever.

The work, love and effort put into this already is bloody fantastic - I really love the idea of Doom 1 being recreated with an aesthetic similar to Doom 3's; Classic Doom 3 was great but this looks even better. I really hope you found a team and are plugging at the project. In things like this, it really is best to take your time especially since someone like me would love to have the whole mod in one package rather than incremental releases :) Hell I'm one of those people who's been waiting patiently for Phobos to release so I'm definitely sticking around for this!

Don't get me wrong though - as harsh as I am about this whole thing it's nothing personal against you, I still think you did a fantastic job on the mod; it really is great to see this kind of talent especially in the small Doom 3 modding scene and I can't help but commend you for your work. While I was more ranting than anything, I can't help but be really disappointed that I and others are having issues that shouldn't even be a thing. It just makes it even worse when it's a really good mod. I decided to try a fresh install and start from where I left off and I'll see how it goes from here - if all goes well and I don't face any corrupted save files then it's most likely either a corrupted install or the texture packs (I decided to delete them to see if that makes a difference). I'll let you know if I have any more issues so just ignore my rant for the time being.

As for the design problems I had, I've fixed them myself - Only took about 20 minutes and I can confirm that fixing the damage scales and nerfing ammo pickups makes the mod infinitely more enjoyable.

Also once again another corrupted save. And this time I managed to have a good look at the console to see what caused it. Apparently the problem has something to do with In Hell, something about a bad cvar not being able to load properly in the main menu and for some reason that renders my save useless because hurray technical issues. Now I know for a fact this isn't an issue with my machine, it's clearly a problem with your mod and that **** needs fixing. Not to sound spiteful - I'm just being brutally honest because even though you had no problems making and testing it, it's clear that there are others who are having problems. So rather than dismissing it as "Oh it's your PC even though I don't know your specs", why not investigate and see what you can find that causes these issues and rat that sucker out.

Just gonna be blunt here; I don't know how my specs are causing problems considering my PC is pretty beasty (GTX 980, i7 5820k 6 core, that jazz) and every other mods I've played doesn't corrupt my saves (That includes PD3 V6) so that's a total mystery to me. The sikkmod graphical things aren't a big issue at all since I can do without the ones that don't work but I do know Absolute HD did fix those issues so I imagine it's partly down to sikkmod. I know the other issues I have are opinion but I feel they really hurt the design in a big way and to me, that's absolutely worth criticising. I can't fix the technical problems but I can fix the issues I have with the design since editing .def files is insanely easy - I guess I'll go and do that.

Hey - loving the mod so far; it's pretty damn great but I have to be honest and say that I'm having a ton of issues. I've gotten to Alpha Labs Sector 3 which we all know isn't far at all but getting there, I've been facing tons of issues. It plays greats with very few bugs and basically no performance drops whatsoever (Unlike V6) but my issues are almost entirely crash related.

I've experienced crashes on multiple occasions which are seemingly random, one issue where the game breaks my quicksaves for no discernible reason and leaving them useless which is infuriating especially when it happens near the end of a level which is has done three times. And one instance where a crash left my monitor blindingly bright, the only way I could fix that is by changing the brightness in my Nvidia Control Panel. And of course the usual Sikkmod bugs that makes the screen all mental but I can deal without the effects that do that just fine. I would love to show a log on this but sadly I couldn't find anything.

I would like to dish out a bit of criticism in regards to design that have irked me during my time with the mod so far and the biggest and most obvious one to me is what I like to call the "Sikkmod 1.1 problem" - I call it that since I feel that's where the issue originated and 1.2 fixed the issue. Basically it's where enemies are ridiculously, stupidly tough if you shoot them anywhere but the head. I think this works fine for zombies (but NOT z-secs; too many modders make them way tougher than they have any right to be), no problems there at all but the fact that it affects all enemies is a major issue due to their speed and power, especially on Veteran. This problem is made much worse with the increased enemies addon - an exciting and terrifying encounter like having tons of wraiths charging at the player is completely ruined when you have to aim at each and every single demon's head to kill them and that isn't easy with how small some demon's heads are. Too many mods have this problem and it makes combat incredibly tedious when they won't die when they should. I recall V6 of this mod having the same problem.

Another smaller problem I found is that ammo is far, far too abundant; hell it's at its worst with the machine gun because no matter how much I try to chew through ammo with that thing I am constantly at max ammo all the time. I think the best way to fix this is to make ammo and weapon pickups give the player much less ammo to make them really explore and work to keep themselves well-stocked. Speaking of the machine gun - I feel that using the scope function should slow down mouse sensitivity since I feel it's way too fast when zoomed in. Personally I'm playing the mod with a controller and while it plays really well with the setup I have in Xpadder, that's the only problem I have when it comes to aiming.

Another thing I don't like is there are WAY too many imps - I mean the base game has the problem where I feel the overuse of imps waste space for more interesting encounter with different enemy types but holy hell there are a lot and I'm not too fond of that. I don't know if imps become rarer later on (I hope so) but I feel a stronger focus on zombies and z-secs with the occasional larger imp encounter in the early game would make it feel much smoother in terms of pacing.

But other than these problems that I'm personally having and how rocky it's been for me so far, I adore the care and attention to detail and just how much effort was put into this mod - it really is great fun and I when I play it, I just think to myself "Wow, this is how Doom 3 should be!". A strong mix of atmosphere and action - it's great stuff. But these problems that I'm facing are really putting the experience down for me and I would love to see these problems addressed in a patch or something.

Anyway sorry for the huge wall of text here but I feel that wraps up what I need to say for now - have a nice day!

Where's the download link? I know the mod has been discontinued from further updates but surely you didn't delete the download to stop people from playing it - because that would be a stupid thing to do.

What was the content you were using that you didn't have permission from id? I'm honestly curious now. I believe porting over small portions of RoE content is allowed (Considering people have done so with the Double Barrel Shotgun and Grabber) so I'm not entirely sure what it would be.

Turns out I was actually playing 1.5, downloaded 1.6 and gave it a try and the spongy enemies seems to be much less apparent from what I can tell. I don't know whether it was a problem that was patched in the latest version or if there was any rebalancing going on.

I've noticed that some enemies are incredibly tough, I play on Veteran and while the high damage output create a great challenge even weaker enemies like imps and Z-secs (I have no idea idea why modders make these guys stronger and tougher at every turn) takes way too many shots, like three to four shotgun shots at times to put down unless you use an explosive weapon or manage to get in plenty of headshots. I've noticed this was an issue in Sikkmod 1.1 where even the weakest enemies were bullet sponging pricks and was corrected in 1.2 so unless this mod is using 1.1 then I have no idea why this should even be here.

As far as I know, this mod in quietly in flux. I feel that people forget that a really good mod takes a long time to complete. You really cannot rush this kind of thing especially when modding is just a hobby and people have their own personal lives to deal with which drastically slows down the process. Besides, I would prefer to have a mod released that's completely finished rather than playing an early alpha and waiting ages for the next update to release.

But saying that, more updates and announcements and perhaps a short demo would definitely be nice instead of keeping quiet to the point where people will lose interest and believe the mod to be dead which happens a lot.

Is this mod going to be more akin to vanilla Doom 3 where it has a set linear structure or would it be more like the System Shock games where there will be a lot of backtracking through previous areas to accomplish certain tasks and goals? I'm curious, I wouldn't mind either because I love both structures.

"Changed many damage properties, where enemies with body armor like the security guards take less damage in the chest, as an example."

I swear literally every mod I play aims to make Z-secs needlessly tough and by far the most annoying enemies in the entire game. A high damage output is fine but with how plentiful they can be I feel a few shots with pistol and a little more with a machinegun to bring them down would balance things out a whole lot with them. Other than that though, this mod is great, I feel it fits Doom 3's style!

I have a retail version of Doom 3 and I installed the mod through the official installer. Most other mods run perfectly fine (Even those that I merged together, I very, very rarely ever experience any kind of issue or crash) and the ones that don't are those that only work with versions before 1.3.1. The only thing I can think of right now is to reinstall Doom 3 but having two folders, the second being specifically for MCS only just to see if that will fix the issue altogether.

I've only seen one person on this comment section who has this same issue and I've got no clue how to fix it. I have a "pure" Doom 3 folder with update 1.3.1 and I'm still getting this error. Does anyone know how to fix this?

I would love to see monster placement changed up completely, while I love this game - fighting imps constantly is one of my main complaints about the game and it often leaves a lot of the other enemies out such as the Mancubus, Hellknight and Pinky; they don't appear in the game anywhere near enough in my opinion.

Don't worry I reckon Id will be more than happy to do that - it seems like they want to strike a balance of both worlds. The simpler editor for people who want to do it TimeSplitters style and the full SDK for people who want to go balls deep in map and mod development.

To me it's one of those things that differs from person to person. Some people won't like the simple mapmaker so much whereas someone like me who loves TimeSplitters' mapmakers (Still using Future Perfect's to this day, it's fun as all hell) will absolutely stick around and keep making maps just for the fun of it. Though I do understand the concern.

For console users (Especially with the severe lack of games) this will probably be the leading shooter for PS4 and Xbox One for a little while mostly because of that simple mapmaker and I think that's great but I can see that PC users who want to mod the **** out of the game want a full SDK. Knowing Id, I think they will have it both ways, the mapmaker for people who want to sit back and make maps the simple way and the hardcore, extreme modders who want to make full-fledged maps.

So I agree with the concern that you have for the PC version SDK which will most likely happen, but I completely disagree with the mapmaker being nothing more than a gimmick. To me mapmakers are far from gimmicks, being someone who played a ton of TimeSplitters 1, 2 and 3 I see them as the meat of the game (Which is why I'm still playing them to this very day) for shooters like Doom, TimeSplitters, etc because more community content is good for everybody. As long as Id makes a rating system in the Snapmap to promote the great levels and to weed out the crap stuff then I think that is where the majority of the community will go for their custom MP, SP and Coop content for the game.

It should be both ways, mapmakers for the casual editing and the full SDK for the hardcore modding - I think just about every game should have one for or another for map editing and if they can have both then it's good for everybody.

This is a damn awesome game. Had it on the Xbox and it was fantastic, played the PC version years ago and I remember the port being oh god awful beyond belief. But I was on a wimpy rig at the time so that might be the cause.